An empty vault? Not the most exciting design. But the basic idea I like. Vaults that act like the tombs in the Last Hope graveyard would be cool; all would contain treasure, but some would have a powerful undead or a group of thieves guarding it. Some rare versions could contain special lore ("Try to be a little faster next time! Love, Eden" in an empty vault), or maybe even a boss monster that only shows up there (some sort of wightified fallen historical figure, buried in the Old Forest?).

_________________Sorry about all the parentheses (sometimes I like to clarify things).

Ideally, apart from the starting ooze the player won't see any enemies until they step on the first bit of treasure marked by the S (that can't be guaranteed, due to the fact that wretchlings and wyrms spawn friends). That square is in line of sight of both the venom drakes and the wretchling groups and has an ice trap on it, so it will hopefully freeze them in place for some double acid breath + corrosive vapour spam. There's a whole bunch of pillars that should prevent easy aoe. There's also a Worm that Walks lurking about because I'm evil like that.

Thanks to Goblinz and Hachem_Muche for helping me figure out how to test it.

I haven't read this whole topic (to avoid spoiling some of the more... unique... vaults. Tricksy forum-goers...), but have an... odd... idea. Not sure how valid it would be to implement however, since I don't know how 'scripted' a vault can be...

Basically, the whole concept boils down to Pandora's box. Upon opening a vault, a player would see... nothing. just some empty tunnels that would wend around until one reached the end/center, which would be a small room, containing a weak enemy (degenerated skeleton warrior, perhaps), a note, and a (glowing) chest. Note is bloodstained and says something along the lines of "Finally, after all that, the treausre is almost mine, soon i sha..." and cuts off with bloodstains. Upon slaying the pathetic skeleton, far too easy, one could 'open' the chest, which would spawn a vault's worth of loot... while letting out all the evil . Considered spawning a vault's worth of level 40-50 demons scattered around the room with chest, other evil things right off, but... Might be more evil to spawn them BEHIND you, out of sight, all along the paths you walked to get in. You wouldn't know until it was too late.

Is this concept even workable? Can we script an event to tie to the chest (The generation of vault-level enemies), as well as the chest itself to generate the entire vaults loot, rather then just a single item like a typical chest would?

(I also considered some of the 'invasion' portals I've heard folk talk about, perhaps conjuring up a few of those for enemies to pour out of when you open the box... But I've never seen those, so don't know how that would work. Again, perhaps scattering them along the paths you walked in on, so you wouldn't see/know about them until it was too late.)

And? The enemies are still active, NASTY, and flooding across the level. In the case of the 'invasion portal' route, endlessly until dealt with. Effectively, renders the region untraversable if you couldn't handle it, forcing you to come back later. I also though of 'sealing' the vault again until a button was pressed, but that might be even more complicated, if you couldn't disable teleports. Additionally, I was thinking of a design large enough that phase door couldn't get you out of it. Now I need to figure out how to do the code thingy they get posted as... Passing up on making a vault DESIGNED to target human greed is too good to give up on.

You could do that, but generally, 'gotcha' vaults are a bad idea in my opinion. They tend to push people to look for spoilers and piss off those who don't use them. Look at the infamous skeleton master archer vault. Everyone who's been there knows that the loot is crap, the whole vault is basically set up to kill melee, and it's probably not worth bothering (even though a movement infusion + teleport might get you in and out).

I'm somewhat guilty of this with the acid vault, but in my defense it doesn't kill you in one turn. Most of the time.

I made the following vault to allow players to finish the Lichform quest in the I.D. The idea is that a powerful necromancer has just achieved lichdom by tapping a potent source of arcane energy, while his minions stand guard. The vault is designed to keep trespassers out (hence the teleporters) while giving fair warning of intrusions (hence all the glass walls). This is a fairly difficult vault, but is more melee friendly than most. (I recommend a minimum level of 20 to take it on, because of the lich, but I don't think there is any way to restrict the level range within the vault file itself.)

local apply = function(i, j) -- call local function at (i,j) local akind = game.level.map.attrs(i, j, "GT_action_kind") if not akind then return end if type(akind) == "string" then akind = {[akind]=true} end for k, _ in pairs(kind) do if akind[k] then local fct = game.level.map.attrs(i, j, "GT_action_custom") if e.player then e:pickupFloor(e.INVEN_INVEN,true) end -- Pick up objects before teleporting if fct and fct(i, j, e) then if game.level.map.attrs(i, j, "GT_action_only_once") then game.level.map.attrs(i, j, "GT_action_kind", false) end end end end end

Working on trying to whip up some interesting new vaults, but had a few quick questions:

1) I'd like to use the new walls for Rak'shor and the cooking pot from Trollmire in a vault - the walls as walls and the pot as background. Is there an easy way to just define_tile = BONE_WALL (or define_tile = COOKING_POT, e.g.) or do I have to hook it in somehow?

2) Along those lines, are there other background objects like the pot that could be used for more visual spice, so to speak?

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